Bromley Environmental games Environmental games to teach concepts and issues Gail Bromley These cheap and simple-to-organise games help understanding of concepts and ecological processes and convey important conservation messages In November 1996, several education workshops were held as part of the III Reunion Latinoamericana y del Caribe de Jardines Botanicos en Caxias, held at Rio Grande do Sul, Brasil. One of the themes explored was: ‘How to use games to engage the interest of children (and their teachers) in environmental or plantfocused education’. This article provides details of some of the games demonstrated which will, it is hoped, help many environmental education workers, irrespective of whether they are based in a school, a museum, a nature reserve or a botanic garden. The ‘games’ theme proved extremely popular amongst the conference participants, not only for those working in the field of education but also horticulturists, botanic garden managers and supervisors and even a botanic garden director or two! All of the games, collected over time from a variety of innovative and enthusiastic environmental education coordinators in many institutions, have been tried out with children and teachers at the Royal Botanic Gardens, Kew, and proved to be very effective in ‘getting the message across’ to those participating. A list of the originators of the games is given at the end of this article. Some games introduce scientific concepts that may be difficult to explain in words; some carry strong messages about the importance of conservation practices and the problems associated with pollution; still others provide a simple way to build up an understanding of ecological processes. One of the particular joys of these games is that they are very cheap to operate: most only require scrap paper or card and pencils, string and thread or at most a selection of readily-available household items. ABSTRACT Several games are described from various sources which can help in teaching about photosynthesis, pollination, pollution, plant parts, Earth history time-scale, biodiversity conservation, values and communication. The games require little equipment and are simple to organise. They have proved very effective with various age groups ranging from primary to adult. Procedure Give each child in the class one of the small cards/ paper with either ‘carbon dioxide’ or ‘water’ written on it. It is easier if each card has a loop of string or thread on it, so that the card can be hung around each child’s neck. The children are each playing the role of their named chemical. Place all the big green sheets of paper on the ground separated from each other; these The photosynthesis game One of the more simple ‘investigating science’ activities, The photosynthesis game, helps children to visualise photosynthesis by enacting the process themselves. Equipment needed ■ small sheets of paper/card with CO2 or CARBON DIOXIDE written on (number = half the class) ■ small sheets of paper/card with H2O or WATER written on (number = half the class) ■ small sheets of paper/card with O2 or OXYGEN written on (number = half the class) ■ small sheets of paper/card with SUGAR written on (number = half the class) ■ big green sheets of paper/card/material to represent chloroplasts (number = half the class) ■ candle in a holder plus a lighter or a torch/other light source School Science Review, September 2000, 82(298) 39 Environmental games represent the chloroplasts where photosynthesis takes place. Tell the children to wait together in a group outside the space you are going to use for the game, which represents the leaf. If necessary a leaf shape could be outlined in chalk or string on the ground. It is useful if the space can be darkened (although this is not vital). Then light the candle; this represents the Sun coming out (daylight). The children or ‘chemicals’ enter the leaf and each ‘carbon dioxide’ seeks out a ‘water’ to pair with. Each pair then stands on a chloroplast (a green sheet of paper). Facing each other and hugging, each pair of chemicals (or children) does a little circular dance on their chloroplast. This is the ‘chemical interaction’ taking place. Visit each pair of children and swap the ‘carbon dioxide’ and ‘water’ cards for ‘oxygen’ and ‘sugar’ cards – it does not matter which child within each pair gets which. The ‘oxygen’ and the ‘sugar’ now separate and each chemical leaves the chloroplast and the ‘leaf space’. Then blow out the candle to represent night falling. This is a reasonably simple game but it will naturally depend on the ages/levels of the children as to whether you use words, symbols or chemical notation on the cards. The game can be made more sophisticated if wished, by drawing an outline of a huge plant with stem and roots, perhaps using string or thread, and adding such things as ‘gaps’ in the leaf edges to represent stomata. The children would then have to enter and leave by the right exit and entrance – carbon dioxide via the stomata, water via the roots and sugar into the stem and then in and out of the plant parts. This requires a bit more prior explanation and a lot more space but can be great fun. The pollination game This game explores another specific plant process and, through role play, helps the children try to understand what is needed for plant pollination and how it actually takes place. This game was initially developed by SAPS (Science and Plants for Schools), a British-based plant-science teaching unit, and has been written about in various places. Equipment/roles needed ■ 2 sets of 4 shaped and coloured petals made out of stiff card (about half a metre or more in length each). Each petal should be tapered at the base so that a child can hold it up. 2 sets of 4 children each hold up a petal and each group forms the outermost circle of each flower. 40 School Science Review, September 2000, 82(298) Bromley ■ 4 pairs (or more) of long socks. These are worn on the hands of the children representing the stamens (one pair of socks per child and at least two children per flower). These children should stand inside the ‘petal ring’ and hold up their hands. ■ 40 (or more) ping-pong balls with Velcro strips on them (to stick to the socks). These represent the ‘pollen grains’. You can use rolled-up sticky tape but it is not quite so effective. The pollen should be evenly distributed between the ‘stamens’ (socks) of each flower. ■ 2 woolly ‘bobble’ hats. These are worn by the two children who represent the stigmas. Each child stands in the centre of a flower and holds up his/ her head to receive pollen. ■ 2 cartons of soft drink with straws. These should be put by the feet of the ‘petals’ and are where the visiting pollinator might like to come and sip ‘nectar’. ■ pollinator ‘costume’ – this could be as simple as some wire for antennae, a stripy sweater and some cardboard wings for a bee. Some of the equipment listed is desirable rather than essential; however, the more visual the game can be made the more the children become involved and interested (see page 39 and Figure 1). It can be part of the exercise to ask children what plant parts they think may be necessary for the process and involve the class in designing and making the items needed. Procedure The children enact the process of pollination by playing the role of various flower parts, or by being the pollinating insect. One child takes the part of the pollinator and moves between two ‘flowers’, removing pollen from the stamens of one and placing it on the stigma of the other. It may then transfer pollen of the second plant back to the stigma of the first plant, etc. Encourage the children to discuss what they have just acted out; the process can be developed further by discussing the stages of fertilisation, seed growth and dispersal. Several extensions to this game have emerged over time. Educators have developed separate male and female flowers; some have actually made huge complete cloth/card flowers that children can put together and take apart to expose pollen or growing seeds, etc. I am certain that there will be many more variations demonstrated in the next few years. Bromley Environmental games Figure 1 Playing the pollination game. Who am I? This very simple game builds vocabulary and helps to develop an understanding of plant parts; it may also help to develop identification skills. The game is based on one called ‘20 questions’. Children form small groups, perhaps of 4 or 5, and one child mentally selects a plant/flower/fruit, etc. he or she wishes to be. The other children can then ask 20 questions to see if they can guess the chosen plant. The child being questioned can only answer ‘yes’ or ‘no’, so those asking the questions must remember to phrase them suitably. For example, one might ask ‘Are you a fruit?’ but not ‘Are you a fruit or a vegetable?’ The first can be answered with a ‘yes’ or a ‘no’; whereas the second cannot. If the group has not guessed the plant after 20 questions have been asked the person can give them the answer. Each person in the group should be allowed a turn at selecting a plant for the others to guess. This game has considerable benefits beyond those stated above; it requires absolutely no equipment and it can keep a class relatively quiet for a long time – certainly long enough for you to catch your breath ready for a more boisterous game! Time-line game Unlike the last example, this is a little more difficult for children and should be attempted only if the teacher feels confident of the children’s ability to take on board some of the concepts. The game attempts to tackle a very difficult concept, that of the relative time slots for the appearance of various life forms and events of note on Earth since its creation. Equipment needed ■ 50 or 100 metre tape measure ■ 11 or more clothes pegs or marker sticks/poles ■ A set of stiff rectangular cards (≈ 8 cm by 10 cm), representing the following evolutionary events as illustrations and words or just words: first simple life forms first land plants first bony fish first winged insects first dinosaurs first modern mammal first man first car School Science Review, September 2000, 82(298) 41 Environmental games Bromley Procedure For the game, the scale of 1 cm = 1 million years should be used. The long tape is unrolled until the correct distance for the ‘start of the Earth’ is reached (4600 million years ago – or whichever date is currently accepted by the scientific fraternity) and this point is marked with a peg on the tape (or pole on the ground). Starting from the beginning of the tape, which represents the present moment, mark off the following measurements on the tape measure by peg or pole: 0.001 mm 2 cm 65 cm 1 m 70 cm 2 m 50 cm 3 m 50 cm 4m 4 m 40 cm 20 m first car (100 years ago) first appearance of early man (2 million years ago) first modern mammal (65 million years ago) first bird (170 million years ago) first dinosaurs (250 million years ago) first winged insects (350 million years ago) first bony fish (400 million years ago) first land plants (440 million years ago) first simple life forms (2000 million years ago) Hand out the cards to the players; depending on whether it is appropriate, the correct date for each event can be given out too. The children should be advised of the measurement system and asked to place their card by the correct ‘time’ as measured off by the markers on the tape. The children will invariably require a lot of help for this activity (more often than not, adults need help too). What is interesting is for children to see afterwards how ‘late’ life forms appeared on Earth and how relatively compressed in time some evolutionary events are. This makes for quite lively discussion. Again the activity can be extended up or down depending on the needs or the ability levels – perhaps for younger children, events within the last few thousand years could be discussed. Figure 3 Playing the time-line game. 42 School Science Review, September 2000, 82(298) Bromley The pollution game There are several exciting games that help to explain complex environmental issues to children. Some, like this game, involve role play. The pollution game helps children to understand some of the consequences of polluting our environment. Equipment needed ■ Several containers – these can be anything, e.g. carrier bags, paper bags or envelopes. You will need as many containers as there are children in the lowest link of your food chain, i.e. if 20 children are ‘plants’ you will need 20 containers. ■ Small squares of paper (about 1 cm square). You will need several hundred, about 75% in one colour (e.g. white) and 25% in another (e.g. red). (Note: you don’t have to cut up the paper carefully; small rough-cut pieces will do!) Procedure For this game divide up the children into different groups, each group representing an element of a food chain. You should have at least three elements, ‘plants’, ‘herbivores’ and ‘carnivores’, for the game to be effective. Divide the children to correspond roughly with the ‘pyramid’ of numbers, that is lots of plants (e.g. 20), fewer herbivores (e.g. 8), and very few carnivores (e.g. 1 or 2). The game requires a lot of space and is best played outdoors, but remember to set ‘boundaries’ beyond which the children cannot run, otherwise you will never finish this game! The ‘plants’ position themselves somewhere inside the defined area. You then throw all the pieces of coloured paper (mixed) into the air so that they scatter across the space. On your signal, the ‘plants’ each pick up as many pieces of paper as they can get hold of and put them in their containers. The paper collected in the containers represents the food the plant has accumulated. The plants should be given a set amount of time (e.g. 1 minute) to collect their ‘food’ (the more pieces of paper you have, the longer this will take of course). You can either let the children move, or you can make them lie on one spot and stretch out for the food as if their arms were ‘roots’. Once the ‘plants’ have accumulated their food, give a signal to allow the ‘herbivores’ to ‘catch’ and eat the plants. (It is easier to allow a little licence here as, of course, normally one would not expect plants to run away from herbivores. However, as long as this is explained to the children, it is good to let the ‘plants’ Environmental games have a run about and enjoy the game.) Every time a herbivore ‘eats’ a plant, the plant has to give up its food store (container full of paper) to the herbivore. This should mean that most ‘herbivores’ will end up with two or more containers representing the ‘food’ they have eaten. Again a set time for this section should be given, perhaps 3 or 4 minutes, depending on how fast the children run. Plants ‘eaten’ leave the designated space; plants not eaten at the end of this period can sit on the ground. On your next signal, the carnivore(s) are let loose to catch the herbivores. This climax part is usually the noisiest of all. Every herbivore caught must hand over its food-store to the carnivore and leave the playing area. After a set time, perhaps 3 or 4 minutes, call a halt. The carnivore(s) will usually have ‘eaten’ several herbivores and will have accumulated their ‘food’; he or she should therefore have several containers and a large quantity of the coloured pieces of paper. The children gather round to look at what the carnivore has eaten. Explain that the 75% of paper that is white (or the chosen colour) is normal healthy ‘food’, and the 25% of paper that is red (or other chosen colour) represents polluted ‘food’, that is, chemicals in the soil that have been accumulated in the plants and therefore are also taken in by the rest of the animals in the food chain. Using this game it is easy to show children how pollution can affect a wide range of living things, some perhaps originating quite far from the initial location of the pollution. Children can see how the pollution is passed up through the food chain and can appear at every stage. Depending on the abilities of the children, the food chain can be made more complex and could incorporate several carnivore levels, the ‘young’ of the top carnivore (e.g. eggs of an eagle) or perhaps ‘decomposers’. Other information can be built in by varying the ‘habitat’ for the game and having different food chains. For the very young children you can, of course, do the game without the ‘pollution’ context, and merely use it to explain the food chains and pyramids of numbers. Island biodiversity game This and the next two games described are particularly good games that introduce issues about biodiversity management. They were developed by Adam Adamou, formerly of the International Centre for Conservation Education, and can be adapted to suit a wide range of School Science Review, September 2000, 82(298) 43 Environmental games abilities. They are probably best suited to 9–14 yearolds though I have seen many adult groups having great fun with the Island biodiversity game; nevertheless it packs quite a ‘conservation’ punch for those participating. The game carries an important message and is even useful to play with higher and further education students participating in conservation management training. It cleverly and clearly demonstrates the problems associated with breaking up large biodiverse habitats and creating smaller island reserves of biodiversity. These problems are common where pressure on land is great, and often settlements, farming or roads are developed which cut through such speciesrich areas causing far more damage than may at first be apparent. Equipment needed ■ Source of music, e.g. a cassette player or radio. ■ Several chairs/mats/pieces of cardboard. You will need as many as there are children playing the game. ■ Stickers or labels (on string to hang round the necks of the children) for each child playing. Each one should have the name (or a symbol) for an animal, insect, or plant written on it. Make sure that you have ‘breeding pairs’ of labels when noting down the animals, e.g. a label for a male monkey and one for a female monkey, a male parrot label and a female one; you can even choose some monoecious plants and have a label for a female flowering tree and one for the male flowering tree. Include a variety of ‘pollinating’ types of creatures, such as bees, birds, beetles, bats. Procedure Each child is given a named label. The chairs (or mats/ large pieces of card if you prefer to use them) are put out in a long line with alternate chairs facing in the opposite direction from one another (the normal arrangement for the well-known game of ‘Musical Chairs’). Each child sits on a chair. Explain to the children that the chairs represent a rich habitat and that they are some of the creatures and plants living there. It is important that you decide on a particular habitat, such as an area of rainforest or grasslands, and that the animals and plants represent the sort of species you would find there. When you start the music, children circle around the line of chairs. While they are circling, remove about four or five chairs from the middle of the line; this represents a road that has been built through the habitat, dividing it into two ‘islands’. 44 School Science Review, September 2000, 82(298) Bromley When you turn off the music, each child quickly finds the nearest chair and sits on it. Of course, there are now more children than chairs – those that have not been able to find a chair represent animals or plants that are now no longer in that habitat. Read out the labels of each plant or animal that is ‘lost’, asking the children each time whether one ‘sex’ of a species is now living on its own in the habitat. Point out that if the female monkey has gone, for example, the male monkey will have no partner and so be unable to breed; effectively both monkeys are ‘lost’. You therefore call out the ‘other partners’ from their seats. Similarly, if a female of a species is on an ‘island’ on one side of the road and the male on the other side, it is probably impossible for them to breed; both are taken away and represent a ‘lost’ species. If a pollinator has been ‘lost’ from the habitat, tell the children that it pollinated a particular plant species in the habitat. Without a pollinator (or perhaps a seed-dispersal agent) this plant species cannot survive and must be ‘lost’ too. This is a good moment to ask the children to review how many species have really been lost from the habitat. Although the ‘road’ only cut through a small area of the ‘habitat’ and there still appears to be a good deal of ‘habitat’ left, albeit in two islands, in reality there has been a much greater loss of biodiversity than they might have thought possible. The game can be continued, by taking away chairs from either side of the ‘road’ to represent erosion of the remaining ‘island’ habitats through pollution, new construction, take-over for farm and/or settlement use, and so on. Again the high level of biodiversity loss can be discussed after each ‘time-out’. Biodiversity card game This game is a little less mobile but convincingly demonstrates how loss of species may have a major impact on the world. It has been fully written up in Roots 9 (BGCI, 1994) from which the following is adapted. Equipment needed ■ 50 pieces of rectangular card (≈ 10 cm by 8 cm), both sides of which can be written or drawn on. ■ Pens for writing/drawing on cards. Procedure A different leaf needs to be drawn on one side of each piece of card. It is not important that the leaves represent known species, just as long as no two leaf shapes/sizes are exactly the same. This may take some Bromley time to do so you will need to prepare the cards well before the game; alternatively, if the children can draw reasonably well, get them each to draw one or two cards. On the blank side of twenty of the cards write a ‘use’ for that plant, e.g. edible root, sweet fleshy fruit, plant with chemical for potential diabetes cure, diseaseresistant strain of a crop, contraceptive, plant with fibre for textile trade. Select two teams of four children and one team of two or three. One team of four represents farmers; the other members of a logging company. The smaller team represents the conservationists. The rest of the class can gather round to watch the activity. The participating children sit on the ground in their respective groups and the cards are spread out in front of them, ‘leaf’ side up. Explain that the cards represent the different species in a forest habitat. Each child takes a card; this represents the number of species either lost under farmland or to logging and those saved by conservation measures within a particular time-frame (say 10 years). The children examine the backs of their individual cards and report on whether any plants were considered to have been useful or potentially useful. It is good if the children express either delight or sadness by booing and cheering according to whether a useful plant is ‘lost’ or ‘saved’. The selected ‘lost’ cards are stored in ‘a museum’ pile, separated into those with writing on and those without. The conservationists’ cards are saved in a ‘nature reserve’ pile. This exercise is repeated three more times. It is useful to get the children to discuss whether the cards without writing on are important and to explain that often we are unaware of how useful a plant may eventually be found to be; particularly as, in reality, we have not researched many plants – only about 3% have been fully investigated. Encourage the children to suggest how the different groups may work together better in the future to manage the ten remaining species. Values auction game This requires more equipment but is certainly a worthwhile exercise to try out with children. Equipment needed ■ Items for auctioning: these should include such things as: toy car (representing a real car) computer (or disc to represent a computer) TV/video (or tape to represent the items) inflated balloon (representing fresh air) Environmental games bottle of medicine (representing medicines in general) piece of fruit or vegetable (to represent food) bottle of water (to represent a clean water supply) item of clothing (representing a wardrobe of fashionable clothes) piece of sports equipment luxury item such as an imaginary ‘expensive’ piece of art picture/poster of a beautiful habitat such as a coastline or forest (to represent species-rich land). ■ Toy money, e.g. Monopoly money (enough to give each auction participant £3000 in small denominations such as £100s and for the bank to hold reserves). ■ Recording system, e.g. blackboard or large sheet of paper plus chalk, pens, etc. Procedure Before the game begins, the items are displayed as for an auction. One person is selected as a banker and either the teacher or, if appropriate, one of the pupils chosen as the auctioneer. Explain to the children that all the items are for auction and that they can either bid individually for items or, if they wish, they can form cooperatives and buy items as ‘a group’. They can also borrow money from the bank at a selected interest rate. (You may also have to explain the actual process of an auction and/or how to borrow money from a bank, depending on the knowledge of the participants.) The auction is carried out and the price of each item, as it is finally sold, noted down on a blackboard or a large sheet of paper. When the auction has finished, or when the children have bought all that they want to (they may not always want to buy everything), they sit down with their possessions. The children’s buying patterns usually reflect common ‘consumer’ interests; often a lot of money has been spent on the car, computer, or audio-visual equipment, although there are variations, and relatively little on the air, water, food and medicines. Ask the children to discuss and give reasons as to why they have spent more money on some items and less on others. Some might like to reflect on the problems they are going to have, if they now find themselves in debt to the bank. Two lists should be drawn up by the children: one of the items in the auction that are vital to our well-being and survival and the other of those items that are not vital. The lists should include the prices paid for each item. Encourage School Science Review, September 2000, 82(298) 45 Environmental games children to think about whether they have made the right choices and paid the right price for items, or whether they might choose differently at another similar auction. It is important not to be too censorious in the discussion or to prompt the children to say the right things; children need to understand the values for themselves and appreciate the important messages that the game tries to put across. Build-a-tower game This is a real ‘ice-breaker’ and an effective way of showing the importance of good communication. It is another from Mr Adamou’s repertoire and instantly engages your audience. Two people are invited to come to the front of the class. Each is given an identical pile of Lego bricks, with about 40 different shapes, sizes and colours. The two participants sit with their backs to each other and are not allowed to communicate. One is invited to build a tower (or another structure) using the Lego. Once they have finished, the other participant is invited to build the same tower. This is of course impossible as the second person cannot see the structure and has had no contact with the first builder. Once the, usually frustrated, second person has declared that they cannot be expected to build a similar structure, the first person is invited to shout instructions to the second person so that they can build a repeat structure. This is, in fact, Bromley an extraordinarily difficult exercise to accomplish perfectly: the person shouting instructions invariably forgets to give some information about the size, colour or particular fixing of pieces. This part of the activity usually invokes gales of laughter from the audience who are watching the assembly of the second ‘mismatched’ structure. The participants are invited to compare structures afterwards to prove the point! If you run the exercise again, this time inviting the second participant to watch, discuss the building process and to build their own structure simultaneously with the first person, the result should be perfect. The abilities to see, hear, discuss and imitate are all ways of communicating information. Try this game out on your work colleagues before a meeting some time – it might help improve institutional communications! Summary All of these games and activities go down very well with both children and older students; several are often useful for educators themselves to play! There is certainly everything to gain by developing a questioning mind in children and often they are more inspired to discuss environmental issues if they understand them more clearly. Games offer an effective form of communication; good communication leads to better understanding and hopefully this understanding will encourage attitude changes. Acknowledgements My appreciation goes to the producers of some of the games detailed here. Thank you for letting us share your ideas: Adam Adamou and the International Centre for Conservation Education, England Project Wildlife team, USA Science and Plants for Schools (SAPS), Cambridge, England Environmental Education Series 21 (produced by ICCE for UNESCO–UNEP, IEEP) A version of this article first appeared in Spanish in Plumeria: Boletin de los Jardines Botanicos de Latinoamericanoy del Caribe, 5 (1997). Reference BGCI (1994) Roots: Botanic Gardens Education for Conservation, 9. July. Botanic Gardens Conservation International. Gail Bromley is Head of Education at the Royal Botanic Gardens, Kew, Richmond, Surrey. 46 School Science Review, September 2000, 82(298) Bromley Environmental games colour ad for JOSEPH HENRY PRESS QUARK School Science Review, September 2000, 82(298) 47 Environmental games colour ad for PICO TECHNOLOGY 48 School Science Review, September 2000, 82(298) Bromley
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